Another model that I have been working on is a bone model which could be used as decoration around the rooms within the game. Bones where chosen to create the atmosphere that other people had been captured and tried to escape the maze before failing to escape dying in the process with only bones remaining. The bone is one of the more smoother models to make due to using different polygons to make the individual points then deleting faces and using the bridge tool to connect them once I had combined the models.
I had a bit of an issue UV unwrapping the bone similar to the skull so the textures look a bit off in some places. I tested trying to make the textures like how I did the vase but that made the UV mapping issue more obvious on the model so I stuck with the original textures.
The making of the model was rather simple to make and didn’t result in causing issues for me. The main complication I had was UV unwrapping the model so that the textures would work how I wanted it to. The current textures work well, but if I can find time between my other jobs then I will have a try of reworking the UV map so the textures would look a lot better on the model.
I’m happy with the quality of the bone model itself and how it turned out; however, I think that the textures could be improves as they are rather plain. Once I have reworked the UV mapping and made changes to the texture then it would look much improved. This model is where I thought to try to make a low detail, rough model with low poly individual sections then make them work as one model before smoothing the model to add more detail in it which benefited my model really well.
Continuing working on my synoptic project, I have been working on a model of the skeleton spin with ribcage. The model was rather complex to make. I started of making a cylinder polygon and duplicated it to make the outings of the spine. This is where I made my first mistake since I didn’t UV unwrap before I started duplicating the cylinder models. When I realised that I should have UV unwrapped the cylinder, I had already made a lot of the model so it would have taken to long. I made another cylinder model to connect the separate cylinders so the spine would go in and out; however, Booleans union hadn’t worked properly so I had some unnecessary faces remaining. I added the small details to the spine before working on the ribcage. I used the create curve tool to make a separate cylinder poly to make the round rib cage and extrude the selected faces of the model. I deleted all by type history and deleted the curve before combining the models and connecting the edges.
I could have just use “Mesh” combine to attach the round curve outings of the rib cage to the spin and chest area of the rib cage but I wanted the ribcage to have a nice and smooth connecting to it. I kept altering between the regular mesh and the smooth preview that you get when pressing “3” on the keyboard with the mesh selected. Pressing “1” puts the mesh back to the regular preview.
I had deleted half of the model then started to work on the UV unwrapping so I could mirror the polygon which would also mirror the UV map so the same texture would appear on both halves without taking up the space of the memory to apply the texture to the full model if it wasn’t mirrored.
Outside of my synoptic project, I have had a personal project where I make a high poly model of a sniper rifle. I have been working on this model for a rather long time as I have had other works to focus on such as the imagined worlds project, synoptic project and various other works. This model contains 18,474 verts, 37,518 edges, 19,154 faces, 36,708 tris and 35,950 UV’s. It’s the highest poly model that I have made to this point.
Here are some renders of my textured model that made within Substance Painter. I had also rendered the model within Substance Painter using the Iray mode. I think that some of the textures look a little odd which is most likely because I used automatic to layout the UV’s for quickness. I think that I should have made different texture files onto the model so the UV’s could be more spread out to allow more detail into the model.
In terms of the model itself, I think that I have done a rather good job at it. My models aren’t usually this high detailed as the poly count is usually much lower than this. I believe that the main flaw with the model was the UV unwrapping as I wasn’t exactly sure how to break it up so i used automatic for quickness. I think that if I broke up the model textures ti individual sections then the textures would look better.
Continuing on from my last update, I have been continuing to make some more models and sketches for my Catacombs synoptic project that I am working on. First off, I have made a stone tablet that could be used as decoration for the level environment or as an interactable that could be picked up by the player and viewed.
Here is my concept for the stone tablet. I tried to give it an old, rather broken look with some cracks and broken edges.
Here are the renders of my stone tablet model. I gave it a texture with text on it for the front of the tablet off the internet along with broken stone texture for the back and outside of the of the tablet. I imported the textures into my “texture” files within Substance Painter so I could apply it onto my model.
The next thing that I have been working on is an axe that could be used as a trap for the synoptic project if we have enough time to implement the coding for it. If there isn’t enough time to implement the code into the code then it could be used as decoration in the game as a malfunctioning trap or something in the game.
Here’s my concept for the axe model that I could use in the game. I wanted it to have a rather basic look to it so it would suit the catacombs environment.
Here are the renders of my model. I went for a rather simple look for my ax model. I have made the edges rather rusted and not really shiny so that it can have a rather old look to it. Currently I’m working on a variety of bones. I have only made concept art for it and will start to work on the models when I can.
As for the current progress of the game development, things are going really well. The team is communicating properly, models are working as they should, textures work properly, we all have access to each others work such as models and textures so other members of the team can use it.
Here is how a scene in our game currently looks. There isn’t a ceiling as we are still in the process of placing objects inside of the levels so we haven’t included ceilings yet. It’s still a work in progress; however, I think that things are going rather well at the moment.
Through the past few days, I have been continuing to work on my models for the Synoptic Project. Updating the look, textures, and testing them out in Unity before uploading them to the Google Drive so my team mates have them available to put into the game. My most recent model is a vase that can be used for decoration in some of the rooms.
This is how my vase model looks untextured within Maya. I created the stand with a cube polygon and the rest of the vase was made with the cylinder polygon. I used bevelling and mirror tools. The stand I had connected the edges to form a line in the middle of my model then lined up the vertical edges of the vase so that the middle of both models could meet for mirroring before combining the models together. I deleted half of the model before sorting out the UV’s so that the textures would match both sides whilst not taking up too much space to affect my game.
I have textured the model in Substance Painter and this is one of the ways that I have textured it. I have two different texture maps for the model to give it a variety in looks. This texture gives it a more new and shiny look to the model. I have the different textures as two save files to separate them so I can apply the different textures to a version of the model in game.
This is my second texture for the vase. I have given it a more dirty look for this type of vase. With it being in the catacombs, I wanted it to have a more dirty and old look to it. The vase isn’t polished or clean or shiny like the other vase was. It is also darker than the original vase textures. I experimented with this model by adding texture images to smart materials that I apply the model.
Some of the other models I had to re-export the textures from Substance painter and have the it set to export to “Unity 5 (standard metallic)” as I originally had them set to “Arnold 4 (Aistandard)” so it would be easier to apply the textures into Unity. I had also rendered my models in Substance Painter and sent them to the Google Drive.
Here are the renders for my models. It was a awkward process since the models didn’t look like they were properly rendered during the process but when I pressed on “save render” the render looked fine and didn’t have the dots like it did during the rendering process.
This is how my models looked when I tested them inside Unity. The textures are working well, I haven’t found any real issues with the models nor the textures. Applying the normal map to the material with the textures on had a rather weird result but it was because it wasn’t classed as a map which could be easily fixed by pressing the “fix now” button nearby the “normal map” section.
For my Synoptic Project, I’m working on a game called Catacombs which was my first vote when we were doing the pitches. It’s a walking simulator where you explore the catacombs and try to reach the exit. I’m the 3D artist/animator for the game. My current objective is to make the characters arm carrying a lantern and animate it’s movements. The lantern model is currently completed and I have also UV unwrapped and textured the model.
Here’s the untextured older version of the model. I have mad some small updates such as edit the UV since I had the UV set as multiple texture maps since I had 6 texture maps for the model. I completely redone the UV by selecting the faces and planar mapping the UV’s. The middle part of the lantern with the glass was separated into half, the handles where used automatic to set the UV map out, I cleaned up the model and used the layout to set out all of the UV’s so it looks tidy.
This is the UV for my lantern model. I used the Layout in my UV editor to make the UVs more organised and neatly laid out. I took a screenshot to make it easier to see than if I saved the image using UV snapshot.
This is the textured version of the lantern. I textured the lantern in Substance Painter using smart materials to give it a more realistic look. I wanted it to have a rusted look to give it an old look. The main issue I had with texturing the model is the glass paint going onto the ring around the bottom of it. There is no way to get rid of it and when I fill the face, some of the fill goes on the next face. I had to texture the model a couple of times. I wanted to make the light in the lantern render but unfortunately, I don’t know how to make the textures that are transparent in Substance Painter be transparent in Maya. I couldn’t get the lighting to work nor find anything that would help me at this moment.
This is my current progress on the arm model, I imported the lantern model first so I could model the hand around the lantern.
This is how the hand model actually looks when making the model. The hand model above it is the smoothed version that happens when you press 3 with the model selected. I’m still working on modelling the full arm so the lantern is further away from the camera and makes the environment easier to see where the character is going.
This blog is a submission post for the creative and technical model project that I have been working on.
C&T Model submission
I had a rather comfortable time making the concept art for the model as well as modelling it. The basic shapes makes the toy like look work, it’s not too complex but enough to make it work. Bevelling the high poly model to add extra detail into the model whilst giving the low poly enough detail to make the basic model template to work. I had complications on the later aspects modelling. Parenting, baking, and texturing the model.
I had named each individual parts of both the low poly model and the high poly model, 66 separate model parts for each complete robot model. The low poly model was UV unwrapped and grouped in to different sections which contains their own UV group; the head, body, arms, leg and battery with wires. I had cleaned up the model before laying out the UV’s. I had to be sure that the names of the individual models on the high and low poly matched up for the baking process. Then I needed to parent each of the parts together so that I can animate the body parts in a group when moving one part then move the child parts without affecting the parent. I had to import the model into Substance Painter for baking and texturing and this is where I started having issues. For some reason, the thumbs seemed rather shiny so I tried to see what might be causing the issue. I checked and the entire right arm was rather transparent for some reason.
I had made sure that the names where matched, duplicated and mirrored the left arm so it matched, made sure that there wasn’t anything wrong with the model itself but nothing seemed to work. I decided to try to ignore the issue in hopes that the texture would work properly on both arms since they were duplicated. This did end up working once I imported the textures into Maya and both arms where fine.
I was also having some difficulty rigging the model for animation purposes. Only the knees needed rigging really so that it would be easier to animate bending the knees. I don’t think that the arms needed rigging but I thought that it would make animating easier which it ended up being a rather of a challenge to do since some parts of the model ended up being parented with the wrong object and having some trouble parenting the joint with the object.
Next time I create a high to low poly model, I should remember to rename the model segments once it has been set and before I create the next polygon for the model. I also need to be careful in case I accidently duplicate polygons and make sure that everything is parented correctly. I should be sure to remember of UV unwrapping as soon as a limb is made and duplicate it when I need another.